Rifts®: Megaversal Highway™
Thoth, Lord of Wisdom
Not even the oldest or wisest of the gods knows Thoth’s true origin. Thoth can not remember the earlier part of his existence. He knows that he was very different and there is something in the back of his mind, but he just can’t remember.
Thoth symbolizes wisdom, knowledge, and invention. Yet, despite his learning and knowledge, there is a bit of larceny in his heart, for he admires cunning, deception and people who use their wits and a quick tongue. Thus, he is the patron of magic, and of all fast speaking, thieving, quick-witted creatures.
Thoth himself is a great orator, scholar, and author of many books about magic and history. Books about magic circles, symbols, wards, magic spells, a study of alchemy, an alchemy recipe book, and many others are among his credits. He writes all of his books in a secret code (hieroglyph and runes), although a few have been stolen and translated.
Legend attributes Thoth as the inventor of rune magic, the runic alphabet, Diabolism and wards, pyramid magic, and all the sciences. He is cursed with eternal curiosity and cannot remember the days of his youth.
Thoth is one of the few beings who has a complete knowledge of rune magic and it is he who has constructed many of the greatest rune weapons in the possession of the gods of Ma’ip, both good and evil. He is constantly experimenting, exploring or investigating something. Just about any magic device or component, herb, potion, magic component and the exotic are available to Thoth. He has dozens of magic wands, staves, enchanted cauldrons, manacles, amulets, books, and many other things of magic in his massive personal collection. Thoth also has a small zoo, and books and artifacts from dozens of different civilizations.
Real Name: Thoth (or, possibly, Xy)
Alignment: Unprincipled (Selfish).
Size: 20 feet (6 meters) tall
Description: With the head of an ibis, and the body of a humanoid, Thoth is clearly a deific entity. He is usually seen in ornate robes.
Attributes: I.Q.: 38, M.E.: 23, M.A.: 27, P.S.: 39, P.P.: 22, P.E.: 27, P.B.: 25, Spd.: 88 (60 mph/96 km).
Attribute Notes: Thoth’s mind is so quick, and so agile, that he tends to rely on it and magic, more than muscles. His physical strength and all other attributes are at the supernatural level.
Natural A.R.: 12 on S.D.C. worlds
Hit points: 8,470 on S.D.C. worlds (or so he believes; in actuality, Thoth has 40,000; Alien Intelligences are extremely powerful).
S.D.C.: 6,200 on S.D.C. worlds
M.D.C.: 14,470 (really 40,000)
Horror/Awe Factor: 16
Experience Levels: Possibly the most talented god ever, Thoth’s accomplishments are extraordinary. Among other things, he is a 30th level Diabolist and 20th level Rune Master (the last?)! As well as a 20th level Wizard, 15th level Summoner, and a 20th level Alchemist.
Natural Abilities: Astral travel at will, keen vision and sharp senses, nightvision 200 feet (61 meters), see the invisible, turn invisible at will (no time limit), knows all languages, metamorphosis: any (no limit), sense/recognize enchantment/magic 98%, sense the location of ley lines at 98%, teleport at 98%, dimensional teleport at 96%, and the ability to speed read and memorize any written material. Bio-regeneration of 1D4x×100 points of damage per minute and can regrow a new limb overnight. Note: All of Thoth’s powers from his previous life as an Old
One (including splintering numerous life essences) are all lost.
Deific Powers: Thoth has the full range of power over his followers, and can perform all prototypical deific powers at regular cost, as well as the following special powers:
Call Angel: As the prototypical deific power. Cost to Thoth: 100 P.P.E.
Consume P.P.E.: As the prototypical deific power. Cost to Thoth: 15 P.P.E.
Duplicate O.C.C. Level of Follower (special): Thoth can reach into the mind of any of his worshippers, examine their O.C.C.s, skills and abilities and, without the follower being in any way aware of it, the O.C.C.s and skills can be duplicated in Thoth’s own mind. Thoth always makes
sure that the follower is rewarded for this little contribution. Cost to Thoth: 60 P.P.E.
Deific Blessing – The Genius of Thoth (Special): By conferring this blessing on a follower, Thoth temporarily boosts their I.Q. by 4D6, and, more importantly, imparts to them a bit of his own imagination. The blessed follower will then have bursts of insight, flashes of genius, dreams that reveal shortcuts to intellectual problems, and the joy that comes with discovering things that no one has ever known. Thoth has frequently blessed the Demiurge of the Church of Light and Dark (including Pinnes Lydekker, the current Demiurge), as well as select students and teachers in the Celestial College. Cost to Thoth: 600 P.P.E.
Rune Strike (special): In experimenting with runes, Thoth has discovered a form of rune writing that serves as a kind of weapon. When this power is invoked, a glowing golden rune appears in midair. Then, when Thoth whispers the name of his proposed victim, the rune changes itself, seemingly attempting to shape itself into the name that it has received. Once it finds the correct configuration, the rune disappears. At the same time the rune goes away, the victim, no matter where they are in the Megaverse®, suddenly loses all their P.P.E., and half their hit points. Since Thoth has never cast it against anyone but himself (that was a painful mistake!), he is determined to keep this as one of his little secrets. Cost to Thoth: 1,000 P.P.E.
Priest/Healing Powers: Exorcism at 90%, remove curse at 90%, turn dead at 90% (affecting 1D6×100 dead at a time), healing touch (restores 2D6 S.D.C or hit points and can be performed twice per melee round).
Magic Powers: Except for elemental magic and Necromancy, Thoth possesses all known (and many unknown to the world of mortals) magical abilities, spells and powers.
Spell Strength: 17.
Psionic Powers: 15th level Master Psionic who has all sensitive, healing and physical powers plus telemechanics and mind block auto-defense.
Skills of Note: Thoth has studied virtually everything! Knows all Communications, Medical, Science and magic related skills at 98%; all others at 82%.
Attacks Per Melee Round: 9
Special Bonuses (in addition to attribute bonuses): +4 on initiative, +2 to strike, parry and dodge, impervious to horror factor, +3 on all other saving throws, and 75% to charm or impress.
Favorite Weapons: Thoth can use just about anything but tends to rely on his intelligence, magic, psionics, and supernatural abilities. Despite this, he has a large collection of arcane items, ranging from odd magical devices to other-world high-tech items, including robots, magic
items, potions, wands and weapons.
The Rod of Thoth: A silver/gray staff with a few runes inscribed along the base and its length entwined with two silver serpents, each with ruby eyes, whose heads are at the top, each head topped by a moon disk. Always in telepathic link with Thoth, it is of scrupulous alignment and has an I.Q. of 18. The rune staff can levitate, hover, perform two melee attacks/actions and move slowly (spd 12) under its own power. If any creature of evil or anarchist alignment touches it, the scepter inflicts 1D6×10 points of damage, and will continue to do so each melee it is held. It is indestructible and does 2D4×100 damage to mortal beings and double damage to vampires, ghouls, zombies, animated dead, demons and deevils. The Rod can also cast: Call lightning (1D4×100 damage), teleport: superior, mystic portal, id barrier, and impenetrable wall of force (2000 feet/610 m long and 100 feet/30.5 m tall, 5,000 S.D.C.). Its spell strength is equal to a 10th level sorcerer. When struck to the ground in a powerful manner, it generates an earthquake that shakes the ground, and inflicts 2D6×1,000 damage to buildings, structures and vehicles within a 1,000 foot/305 meter area (can be done twice a day). Lastly, the two serpents can uncoil and attack like living vipers! Three attacks each per melee, 1D6×10 damage per bite or 2D4×10 from magic fire breath (100 ft/30.5 m range); they are +3 on initiative and to strike, parry and dodge.
Armor: Thoth does not wear armor.
Vulnerabilities: Rune magic and weapons made from silver inflict double damage. Intense Curiosity. If there is one thing that is going to get Thoth in trouble one of these days, it is his obsession with finding out everything about everything. While he is well aware that the perfect bait for any Thoth-trap would be knowledge, he knows perfectly well that he wouldn’t be able to resist.
Alliances & Allies: Respected and feared by many, both good and evil, and he has an excellent relationship with most of the gods in his pantheon (he gets along with the Pantheon of Taut also), as well as many dragons, powerful wizards, demon lords and other supernatural beings. There are actually very few people Thoth would consider friends, but Ra, Isis and Anhur are three of them. A Eaksasha known as Tygre-Slnn (8th level, anarchist alignment) is another. Thoth has thousands of casual acquaintances including all the gods, many Raksasha. The Joker of Palladium, Kym-nark-mar, Narabium, and Od among countless others. Thoth is a welcome visitor to just about every deific realm, including Hades and Dyval.
Enemies: He doesn’t think of himself as having any enemies with the unfortunate exception of Amon the Hidden One. There are actually many who dislike or hate Thoth for any number of reasons, but few are powerful or daring enough to do anything about it.
Technology: Thoth, more than any of the other gods, has readily taken to technology. He is interested in all the various high-tech fields, but has found Techno-Wizardry, cybernetics and robotics to be the most fascinating. Thoth has already become an accomplished (if unconventional) Techno-Wizard (a type of magic in Rifts®).
Minions: There is no one race of beings who can be called Thoth’s minions, although he does regularly enlist the assistance of Ramen and Raksashas. He also has an army of golems and a variety of diverse servants and assistants under his employ, even including such exotic creatures as adult dragons, Lyphan the great white Sphinx (legendary albino, 13th level alchemist and spell caster/diabolist/herbologist/wizard). Thoth will generally work with any creature of magic and/or those with a high intelligence and inquisitive mind.
Rifts® Earth: He has already been there and knows plenty about it. There’s something he likes about the Splugorth and he finds Pharaoh Rama-Set to be a very interesting fellow. He also gets along with Mrrlynn (yes, Thoth knows he is an alien intelligence) and Lord Splynncryth. He has assembled his own base of power, and has at his disposal 300 rune statues, 100 TW modified Dyna-Bots (Triax), and a variety of diverse servants and assistants under his employ. They include a True Atlantean, a Splugorth High Lord, Kryanthal the Thunder Lizard (adult, 10th level techno-wizard), Lyphan the Great White Sphinx, a dozen loyal Zembahk, a pair of Shaydor Spherians, a dozen Adarok flying mountains, an anarchist Za, and 20 full conversion borgs.
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